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lextacy

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Everything posted by lextacy

  1. Hi, I would like to get a bit deeper in modding. I think texturing is where Id like to start. Im having trouble getting a Soyuz TMA to have 4 sets of colors. I want grey,green, dark green, and of course the stock black. I will be using Bobcats soyuz for this. So far this is what I have come up with for the code.... MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = base <----- I think this is whats making the mod not work textureRootFolder = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module textureNames = Soyuz_descentTMA;salyut4_orb_dark;salyut4_orb_light;grey textureDisplayNames = Black;DarkGreen;LightGreen;grey nextButtonText = Change Texture prevButtonText = Previous Texture statusText = Current Texture switchableInFlight = false repaintableEVA = false showPreviousButton = false updateSymmetry = true showInfo = true } As you can see I have a hunch that the objectName part might be killing it. The name "base" is the name of the mesh that MM gives. Do we go by meshes? So in the VAB I get no texture change, but I do get the GUI button that says "Change Texture" . Can someone help me out?
  2. on the front page there is a link to "vehicles"
  3. Welcome ! Yea haha I did that cuz i was burning up during re-entry. This I guess was due to me having the shuttle version that was not done by Mike. MikeNZ re-did the aero/thermodynamics I suppose and now 7500 ablator is definitely overkill. Glad to be of help
  4. fair enough , I can live with the crawlers for now. They are beautifully done in the modeling of you really do those from scratch! I heard from reports that the crawlers actually drive. Mine just sit there? AM i missing a dependency for the truck/tracks?
  5. REROOT getting REDONE?! GLORIOUS! Cant count the number of times when I try to take sub-assemblies (which are the payloads only) and try to mate with the launch vehicle only to find out there never was a root node defined.
  6. I have my version fixed, I used some code that allowed the assets to show in 1.0.5
  7. ill have a shot of that soyuz tower also please! and thank you ! And and do oyu have the light blue colored shuttle tower? It looks like a KK asset from what I can tell....
  8. @PART[STS*,km_ssme_STS]:FINAL { @maxTemp = 2600 %skinMaxTemp = 9500 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 7500 maxAmount = 7500 } } Probably overpowered to boot, but you can tone (ablator) it down to your liking. Your results may vary due to mod version or FAR or etc. This code will add ablator to every part ever that would be exposed to the heating.
  9. great recommendations guys ! I will sort this out tommorw. Big day coming with the launch of the Pathfinder with ballooons
  10. I cant seem to find the official STS blue launch towers that are pictured in the front page. They are really well done but cannot find them in my parts pack to test them out. Am I really going that crazy?
  11. Im looking for a generic probe body that has gold foil like in the modern day probes, satellites. This needs to be much like the stock cube(generic) but covered in gold foil. I do have raidernicks probes but those are pre-fabs based on specific missions. They will not suffice.
  12. Even when it is released it will do no good as then we have to wait a few months for all the modders to make their updates. This 1.1 will destroy all mods since the GUI is overhauled. Late April sound about when 1.1 will finally kick off. SOrry to burst anyones bubble fantasy here.
  13. Has anyone tried the Canadarms yet? Mine seem to whip around like they are made of lasso ropes. Like there is no joint system in the arm parts.
  14. no its this exact one...... http://www.wired4space.com/wp-content/uploads/RBSP-move-to-pad-5.jpg
  15. Agreed. It seems as if Squad wanted to add KAC functionality, but only 5% . I have no use in the tracking station other than flying a craft and timewarping. Now what I would really like to see in the tracking station is filters such as: - Hide orbital crafts that share the same orbital plane. This allows for one to check on which satellites need maintenance with out others blocking your view. Basically you filter out all planes , but the one you specify. -Tags : You assign a tag to a craft such as "GPS" This is to group crafts like gps, interplanetary probes, atmopherics, solar probes, radiation probes, TDRS, communication ,ect Having these features will really clean out your tracking station and make sense of whats going on around your planet. Just my 2cents
  16. can i make .dds textures and have this mod load them on my crafts?
  17. I need the launch tower for this mod. I know it was "discontinued" but someone has got to have it. Can someone please pretty please?!
  18. ooops, my bad....I meant that the SHUTTLES cargo bay has the problem of lack of thermal protection. Sorry about that
  19. Ok sent a PM. On a lighter note....what happen to the RSS shuttle series? I was really getting into that. What do you recommend to fix the lack of a cargobay module? All my payloads seem to catch fire during ascent LMAO!
  20. Will there be any plans to fix up the ULA launchers pack fairings? They seem to decouple by exploding and also in an asymetrical way.
  21. I really love this mod. Good work. I do have a small issue with this though. Can you please include a feature so that gravity turn can respect action group launches? It take about 3 or 4 action groups to launch certain rockets.
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